If you are in game and looking at the screen, very rarely should you be able to look at the corner of the screen and NOT see detail filling the corner.

The above should give you a decent idea of what I am talking about. They are about as wide as the screen would be, and while they are taller, if you were to cut it down to screen size and move up and down, you have detail on every corner.

This detail is used in an interesting way that can be quite overlooked.

These maps are made in a square like fashion. It defines the open space of the map and distinguishes it from closed off space. Once that is established, the 4 corner rule is applied to keep the map looking busy and natural by closing open gaps and defining a path of flow.

__________________

SMEARGLE SOLO CHALLENGEHARDCORE EDITIONTo vanquish without peril is to triumph without glory...Voted Best Game Designer 2011 on PC